mirror of
https://github.com/opentibiabr/remeres-map-editor
synced 2026-08-15 18:26:04 -04:00
This commit adds the full Lua scripting API and integrates the Script Manager into the application. It builds on top of the scripting engine introduced in #158, exposing all the API modules that Lua scripts can use and making everything accessible from the UI. Changes: - Added all Lua API modules: map, tile, item, brush, image, position, selection, creature, color, app, dialog, noise, algo, geo, json, http. - Added map overlay system for scripts to draw on the map view. - Added event system, context menu registration, persistent storage, and transaction support with undo/redo. - Added support for package scripts (directory with manifest.lua) and script metadata tags. - Added Scripts menu to the menubar with per-script execution and reload. - Connected the Script Manager window to the UI. - Added missing build dependencies and fixed MSVC compilation errors. Notes: - Build dependencies were added for HTTP and noise generation support. - Some code was adjusted to compile correctly on MSVC.
56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
//////////////////////////////////////////////////////////////////////
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// This file is part of Remere's Map Editor
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//////////////////////////////////////////////////////////////////////
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// Remere's Map Editor is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Remere's Map Editor is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//////////////////////////////////////////////////////////////////////
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#include "main.h"
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#include "lua_api_position.h"
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#include "../position.h"
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namespace LuaAPI {
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void registerPosition(sol::state &lua) {
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// Register Position usertype
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lua.new_usertype<Position>(
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"Position",
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// Constructors
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sol::constructors<
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Position(),
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Position(int, int, int)>(),
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// Also allow construction from table: Position{x=100, y=200, z=7}
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sol::call_constructor, sol::factories([](int x, int y, int z) { return Position(x, y, z); }, [](sol::table t) {
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int x = t.get_or(std::string("x"), 0);
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int y = t.get_or(std::string("y"), 0);
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int z = t.get_or(std::string("z"), 0);
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return Position(x, y, z); }),
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// Properties
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"x", &Position::x,
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"y", &Position::y,
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"z", &Position::z,
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// Methods
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"isValid", &Position::isValid,
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// Operators
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sol::meta_function::equal_to, [](const Position &a, const Position &b) { return a == b; },
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sol::meta_function::addition, [](const Position &a, const Position &b) { return a + b; },
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sol::meta_function::subtraction, [](const Position &a, const Position &b) { return a - b; },
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sol::meta_function::to_string, [](const Position &pos) { return "Position(" + std::to_string(pos.x) + ", " + std::to_string(pos.y) + ", " + std::to_string(pos.z) + ")"; }
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);
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}
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} // namespace LuaAPI
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